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/agdg/ - Amateur Game Development General

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Winner of the 82rd Attention-Hungry Games
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June 2019 - 8chan Transparency Report
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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 6aec0a322e4f9dd⋯.gif (1.18 MB, 498x278, 249:139, 1516220162220.gif)

755ec1  No.31392[Reply]

Is this a good tutorial if im looking to make something like world of warcraft?


0a7332  No.31407

>like world of warcraft

Well, figuring out how to make a server and database would be high up on the list of you want to make an MMO of any style.

File: f73e4215a957ae0⋯.png (289 KB, 640x403, 640:403, lg-snapshot.png)

874eb3  No.31381[Reply]

I have a several month long case of game dev's block.

I've been working on the pictured game completely solo for over a year now (building it up completely from scratch, physics engine and everything), and have been incapable of moving past the engine phase to the actual game phase. No level, mechanic, or design I come up with sticks, and with each idea I'm feeling more and more discouraged to put in the time to develop it, as I just end up abandoning it within a week. This isn't exactly a first for me, as I've started hundreds of game projects in the last ten years, and finished none of them (with this being the furthest I've ever gotten so far). Is there anything that can be done to break out of this cycle?

4 posts omitted. Click reply to view.

4ad3c5  No.31389


go play similar games to what you are making and take inspiration from them.

3b11f4  No.31393

>I've started hundreds of game projects in the last ten years, and finished none of them (with this being the furthest I've ever gotten so far)

Tell me about them, please

874eb3  No.31395

File: 45684e8a8fa7c0a⋯.png (196.43 KB, 1002x671, 1002:671, VWGame.png)


Sure! I've actually got a couple of them on display here: https://www.youtube.com/playlist?list=PLIXNn1RJ05CaMCt12wGHaodJUBnTxwwiG

This is by far not all the ones I've worked on. A lot of the first 5 years have just been lost to me (since I stored everything on a USB and didn't really look after it well. I'm still pissed I can't at least look back on them for nostalgia).

From memory, when I was starting out, I used Game Maker 6. Had (and still do) a lot of respect for Mark Overmars. I made (aka: started):

- Tons of platformers

- Some basic 3D games made of the default 3D shapes GM gave you.

- A kaboom clone with Mario and Luigi catching coins for some reason.

- A couple Smash clones which I cancelled because they weren't 3D.

After some years in highschool, I switched to DirectX and Allegro (which I thought was "more professional"), and the latter kept crashing whenever you closed the window which was how you knew it was professional. I made:

- Some of the games you see on the playlist.

- A few bare bones attempts to make a Star Fox 64 clone (didn't get far).

- Even more attempts at Smash clones (which were abandoned because DirectX was too friggin hard).

Eventually, I made the switch to Unity which worked fine for a bit. I mostly worked on the KBARF project, which was based on an idea my friend had (you'll have to forgive the wording in the video by the way, it was made for my portfolio). I'd started working on the pictured game as well, but..

When I found that Unity would force functionality onto a game objects despite me not needing it, I swapped to MonoGame. The pictured game, as well as the OP game were both developed in MonoGPost too long. Click here to view the full text.

874eb3  No.31396


And "Beginner's Guide" can suck it. This is what years of unfinished games actually looks like. Not a bunch of walking sims.

4b8476  No.31401

Sometimes you just have to force yourself to work. Go through the source code until you find something that looks like it can be improved. Go for the low hanging fruit first, do what you're good at before branching out.

File: 8c9879ee242d4e7⋯.jpg (157.1 KB, 974x710, 487:355, 2b492324003bb547fd3bcc3032….jpg)

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47da8b  No.30893[Reply]

Post cool images, resources, that sort of shit that really gets the noggin' joggin' and inspiration flowing

16 posts and 56 image replies omitted. Click reply to view.

e51793  No.31298

File: b6950b093c3a6af⋯.jpg (75.99 KB, 315x565, 63:113, 1681841.jpg)

File: d04b84244c2689e⋯.jpg (149.98 KB, 1200x478, 600:239, APS_underwater_rifle_REMOV.jpg)

File: 617a20d28fba9df⋯.jpg (143.7 KB, 1920x909, 640:303, autism.jpg)

File: fa3e3b39aefa47c⋯.jpg (257.24 KB, 880x572, 20:13, Fukushima-Exclusion-Zone-2.jpg)

File: 71c7b3d87899503⋯.png (367.22 KB, 600x897, 200:299, redheadAK.png)

e51793  No.31299

File: 9ddf387649999cb⋯.png (1002.52 KB, 1080x720, 3:2, GunkanjimaIsland.png)

File: eee49690f0a575d⋯.png (1014.34 KB, 1024x618, 512:309, GunkanjimaIsland2.png)

File: eb52efeb260e6b1⋯.png (4.45 MB, 1800x1201, 1800:1201, GunkanjimaIsland3.png)

File: b28c79b9ea1c96a⋯.png (980.89 KB, 1000x607, 1000:607, GunkanjimaIsland4.png)

File: b877f9a0fa1a250⋯.png (1.22 MB, 1024x683, 1024:683, GunkanjimaIsland5.png)

c07bde  No.31328

File: 8fbc5c2db043980⋯.jpg (360.79 KB, 2000x1331, 2000:1331, 1517383443132.jpg)

File: def3343aa554a2e⋯.jpg (202.13 KB, 1200x630, 40:21, og-image.jpg)

File: bceade87ac572e0⋯.jpg (645.77 KB, 2529x1569, 843:523, 90375.jpg)

File: 43862b047ed7fbf⋯.jpg (976.35 KB, 1500x1108, 375:277, stock-photo-tombs-carved-i….jpg)

File: 7ff5b5e1c465226⋯.jpg (69.63 KB, 379x777, 379:777, templar_01.jpg)

9f010a  No.31359

I like to go on random word generators and generate a couple of words and try to make an idea inspired by these words, it got me some pretty original and interesting ideas

47da8b  No.31399

File: 4736a0944122964⋯.png (894.01 KB, 650x975, 2:3, ClipboardImage.png)

Looking for something I can use to invoke gambling imagery. Checkboards, card suits, that sort of thing

File: c661ee6ab05bae8⋯.jpg (113.07 KB, 1080x1247, 1080:1247, the bun.jpg)

b9a3cb  No.30754[Reply]

Did you ever encounter a methodology for branching story construction laid out? Esp. handling it in engine?

I have a couple ideas and I'd love to compare them to industry practices.

14 posts and 4 image replies omitted. Click reply to view.

0b5921  No.31352


This could only work if the game had no dialog but instead showed only vague images and sounds.

How could you have a fully dynamic suite of NPCs, that change and adapt a plotline based on a characters actions (the PC is just another character, NPCs would need to be affected by other NPCs in the same way as a PC), and still have dialog?

It would need to be abstract communication, which could work with some games and themes, but not in an RPG we're all talking about.

At the end of the day, someone has to write the dialog. It has to be hand done based on a set of known decisions and events (I can't write something I don't know happens), so that means the plot has to be hand configured anyway.

You can make a complex story and intertwined plot and events (a program called Twine is actually good for doing this, you can make a game in Twine actually) just with more time. More time means more complex story.

But you can't make it truely dynamic or emmersive. You can make it so large and complex that it seems like it, but that's all.

922f19  No.31353


To continue this thought now on a different machine.

Can you envision a dialog-less game that communicates through to the player based on only vague images and sound?

It would certainly cost less to localise all the text strings :)

Because if anyone here can think up a game where this would work, I think I could easily code up a basic implementation.

I'm thinking it would need to be strongly character driven, because the communication seems like it would be very "emotion" driven.

Love Hearts floating above characters, high-pitched excited sounds from a character, that sort of shit.

Actually, this sort of thing could already be present in a game like Crusader Kings.

a6832d  No.31372



>How could you have a fully dynamic suite of NPCs, that change and adapt a plotline based on a characters actions (the PC is just another character, NPCs would need to be affected by other NPCs in the same way as a PC), and still have dialog?

I posted >>31269 for a reason.

889cda  No.31385

In order to have something truly dynamic and responsive to the player would be to build some low or mid level AI. Otherwise anons have pointed out the flaws: you can't pre-write dialogue for a scenario that is dynamically created by the system at run-time.

Large branching stories are one way to go about it. Having some kind of Mad Lib scenario could also add a small amount of variety.

>Dost thou love me?



>But thou must!

I've wondered, though, if some kinda of program could be written to take the 6-8 basic story types (man vs man, man vs nature, etc etc) and start to build out stories from them. Give it a huge database of names, locations, etc. If all of this fiction we consume is so repetitive, why can't we boil it down to the basics and then build something up from there?

9429c2  No.31390


I've personally contemplated this but never tried to implement.

As you say, there are 6 or 8 story types to chose from. There can be a database of potential "characters" to make them etc.

For example, Dwarf Fortress does an okay job of dynamically creating the "lore" of the world.

The trick is to dump the player into the middle. Every story would likely need to have the player as one of the characters.

But again. It's easy if it's just some quest markers and randomly created "dungeons". But how do you handle interesting character interactions etc?

File: 56111294a372edb⋯.jpg (68.42 KB, 633x758, 633:758, DIHB8z6XYAEDcGM.jpg)

9abf5d  No.30609[Reply]

How the fuck do I stop nodevving?

12 posts and 1 image reply omitted. Click reply to view.

96cb6f  No.31329


Honestly stop doing it. Everytime I did it I would totally lose my ability to program and dev for 1 week before recovering. This is because jacking off destroys your dopamine receptors, therefore no motivation and feeling miserable.

939ae0  No.31366


My brain must be defective, as I can fap and then immediately start programming for fun.

e4ca25  No.31377

File: 0f3f3ba8d2cce75⋯.gif (1.76 MB, 500x281, 500:281, 1508460335003.gif)

i can't even submit my game on steam since they shut down my bank account. i've thought of finding a publisher but i have such weak communication skills i doubt they'll ever even accept my gmae.

232297  No.31379


I disagree with the idea of going cold-turkey. A better idea, which is working quite well for me so far, is to use jerking off as a reward for completing enough work in each day. This change in behaviour is easier to make than just quitting full-stop and it even makes masturbation feel more rewarding.

fcce85  No.31380


So then release it on itch.io or something, and then get some sales / required donations, and when you have a few thousand, tune up your game again, and announce a Steam remaster for money.

File: 9bf8a44cd8bf7a7⋯.png (370.55 KB, 1600x900, 16:9, mainMenu.png)

f9326a  No.29482[Reply]

Yup, that's the game I'm working on. A worm gear is a nifty looking gear with a spiral that threads through the teeth of a gear. It's a type of memory that stands for write-once-read-many. If it's all the same to aggy-daggy, I'll post progress here for anyone interested.

f9326a  No.29483

File: 6cd5ae29c6caa49⋯.webm (2.55 MB, 320x240, 4:3, cgi.webm)

File: c0a63017e80a388⋯.png (1.37 MB, 1600x900, 16:9, firstPerson.png)

This is an online FPS. I hope I can meet some anons willing to help test play here.

f9326a  No.29484

File: 9262c77b09c98cd⋯.png (34.11 KB, 1600x900, 16:9, gameList.png)

File: 5cf6155f9d7080d⋯.png (98.82 KB, 1600x900, 16:9, lobby.png)

Today, I finished the backend for retreiving/displaying/joining games running on the server. Hurray!

62d709  No.29485


Do you have gameplay you could upload as a video? Also, is this commercial, or just for fun? Either way, is there a site with more info or a download you can link to?

ca1d30  No.31369


I got a job and stopped working on this. If anyone wants, I can dump the project files here and they can take it over.

File: 419df72c43fd97a⋯.png (29.04 KB, 800x332, 200:83, OpenGL_logo_(Nov14).svg.png)

fb56f8  No.31335[Reply]

I'm pretty good at OpenGL and engine dev. I've been working on a city builder game in the style of Sim City 2000.

Does anyone know a good efficient way to make a mousemap for an isometric engine?

I've done it by writing integer values to a second color attachment that correspond to the tile index in a map array. But I can't help but think there's a simpler way.

7 posts omitted. Click reply to view.

f232e6  No.31355

File: 728c1556cb7e469⋯.png (11.25 KB, 396x262, 198:131, ClipboardImage.png)


I must be daft.

My drawing routine looks like:

for(std::size_t y = 0; y < m_city.m_mapSizeY; ++y)
for(std::size_t x = m_city.m_mapSizeX-1; x != static_cast<std::size_t>(-1); --x)
auto tile = m_city.GetTile(x,y);
// calculate the drawing position then draw

I guess, I don't understand how I could iterate through tiles? Would I instead start with the Red Quadrant, and draw it, then the Green, then Yellow and then Blue? And basically if a Quadrant has sub-regions, I would draw them in that same order?

5793c3  No.31356


well you have a "window" onto the map that you can view, so, at each level of the quadtree, you could just continue iterating down the tree in the nodes that intersect with the viewing window, and drawing the tiles in that node if it is a leaf.

Here is some pseudo-code:

typedef struct{
uint16_t low_x, high_x, low_y, high_y;

typedef struct qtnode_s{
int16_t type;
struct qtnode_s *children; //assume that this array only has 4 elements: its a QUAD tree after all

void draw_quadtree(qtnode_t *node, bbox_t *view_window, bbox_t *bounding_box){

//in this example, a negative type implies that the node is not a leaf of the tree.
if(node->type > 0){
//draw the tiles associated with this node if it is a leaf
draw_tiles(node->type, bounding_box);

for(uint8_t i = 0; i < 4; i++){

//create a new bounding box that is one quadrant of the old box
bbox_t child_bbox = derive_bounding_box(bounding_box,i);

//iterate deeper into the tree if it intersects the view window
draw_quadtree(node->children[i],view_window, child_bbox);

Which might give you the right idea, of course since this is a kind of basic example I didn't do an optimization like holding all qtnode_t's in an array, and storing an index into that array. But it should give you an idea of how to iterate through such a data structure even if I didn't explain any of the helper functions in detail.

5793c3  No.31357


I didn't answer the last question: since you are relying on overdraw to draw your scene correctly, you would always handle the red subtree first and the blue subtree last for all subtrees. So you thought of how it would work correctly

fb56f8  No.31358


Right. I think I got it now.

But this compression really only works where there's sparse detail right?

Oh but different aspects of a tile can each be in their own quadtree.... like types, is a road, etc etc?

5793c3  No.31361

File: 749d3300ac83558⋯.gif (4.83 KB, 348x348, 1:1, quadtree.gif)


>But this compression really only works where there's sparse detail right?

Yeah, so if every tile was different it would be wasteful. If the terrain is too noisy, then the quadtree will take up more space. If you have low detail terrain surrounding your city, then it would make sense. As long as you have enough groups of similar tiles, it saves space. For example, a map of a desert, or water tiles.

File: ae159b7cd099a3e⋯.jpg (233.95 KB, 788x985, 4:5, 19120914_323567894741655_4….jpg)

40931e  No.30753[Reply]

So I made a library that allows you to add any game mechanic to your game in few lines...

You know how sometimes you think of this cool addition to existing genre, be it a new mechanic or just doing things different, so you start coding this idea but then you realize that this game have shitloads of mechanics (especially when talking about RPG) and just left the project out of frustration?

So I made this (very) simple library, it allows you to create and share mechanics, it's still very new and

you can't persist data just yet (you can write the mechanic code but I need to write some database wrappers).

I honestly think that with some community anyone could have any mechanic they want in their game and work on the

part that motivated them in the first place.

I still have a lot to do and I also want to build generic RPG mechanics such as inventory, player stats, quests etc..

for now, it would be awesome if you could take a look around at the project, I made a page on how to create a very simple fishing mechanic and how to implement it (2 minute implementation)


2 posts omitted. Click reply to view.

582bee  No.30811


It's aimed for any game made with java,

but I do design it with libgdx in mind.

6660f4  No.30824


If I understand what I'm looking at this is an interesting idea.

A similar setup would be great for a quest system, whereby quests are modules that receive messages and return a list of actions for a session/god object to deal with(As to keep the coupling between quests and core game loose).

c9620c  No.30854

So you... made an event handler, exposed a few things and called it a framework? Does Java not have C#-like events?

>Internally managing a tick timer, instead of letting the user define their own time scale

Pretty rigid and arbitrary in general, I think. I don't see much value to this myself. It still needs a lot of work to get it to what you describe, I think.

37f4fd  No.30871


yes absolutely, this is a very basic idea, that's why i was surprised that there isn't anything similar to java game devs..

Unity and unreal might have something similar in their shops, but I didn't really looked into it.

I tried to make the game mechanics as modular as possible, so managing the time ticker is kind of essential for it

933e67  No.31268

File: 5883d4eadf204e2⋯.jpg (82.5 KB, 680x680, 1:1, madotsuki.jpg)



File: ff0482c0ee6d831⋯.jpg (167.07 KB, 1366x768, 683:384, 1.jpg)

File: bd0c8af1ef6251c⋯.png (762.83 KB, 1600x900, 16:9, udk.png)

File: e6f1527554162e4⋯.jpg (55.12 KB, 700x427, 100:61, unreal-development-kit-scr….jpg)

124f0c  No.30794[Reply]

I recall using UDK in the past. I know it's not the same thing as Unreal Engine, but I was wondering: how advanced is it? could you make a full game out of this from scratch?

89b43c  No.30798

It's definitely capable of being used for full games. It has been used for commercial games iirc(Sanctum I think?)

51c8fe  No.30897


use unreal 4, its like udk but better in every single way

File: c6ff37c8af04c34⋯.png (152.72 KB, 962x984, 481:492, Dash Blitz title.PNG)

File: 2f866bca8b827ed⋯.png (74.71 KB, 867x763, 867:763, Happiness protocol engaged.PNG)

File: 1100a693193e49b⋯.png (30.94 KB, 540x531, 60:59, Onwards my steed.PNG)

File: b229d35b19c95d8⋯.webm (3.84 MB, 852x480, 71:40, DBversus.webm)

File: 726f359de30c2c9⋯.webm (3.81 MB, 852x480, 71:40, DBqual.webm)

812aea  No.30366[Reply]

Alright, I don't post much but I wanted to show you guys what I've got. I'm hoping to polish this up over the course of January and go public.

Back on demo day I posted a Mega Man (Z)X style platformer, titled "Dash Blitz". Then I vanished off the face of the earth.

Since then I think the game's improved a lot. I'd love to get some feedback, demo day helped kick my ass in gear and get a lot of shit done I hadn't even thought about.



I've got some low quality webms as well so you can see just how bad I am at my own game. The music is filler, hopefully my musicians will get something to me soon.

>The pitch

Dash Blitz is a fast, fluid platformer with an emphasis on boss battles and head-to-head versus elements. I'd say it falls just short of a "fighting game" or "platform fighter", but is designed around head-to-head play. The goal is a game that's easy on the eyes and feels good just to handle. Something fast-paced but ultimately quite simple.

The game's split between its standard fights, where you can add in AI fighters for light boss battles, and Qualifiers, where you try to smash up all enemies and get to the exit as fast as possible.

I recommend using a gamepad. Keyboard controls are an option, but you should probably customise them first.

>Character select

The teleporters in the middle of the lobby will change your character. Just interact with any of the active pods.

The frog, Kero, is very out of date. She's perfectly functional, just an eyesore with awkward attacks. Everyone else should be fine.


Same deal, just access the teleporters on the left of the lobby. In multiplayer you should be able to put the Post too long. Click here to view the full text.

e6ec59  No.30652

File: bcf55e52d62c5b3⋯.gif (9.91 MB, 720x480, 3:2, gifDashDodges.gif)

Getting ready for demo day, so here's version 0.1 (8chan exclusive real):

EXE Installer - https://mega.nz/#!kUIiRCjb!xG1_EnW0nqJ_wCcurCIC0jRl0I9bvB7Amln4Y-RHpOk

7z - https://mega.nz/#!RNw0SBTb!o9AVPt1tSXn-MJa1c2yZSyw95RKbWTiXvbAUCimCokw

Zip - https://mega.nz/#!IUQVWT6K!WSmzwI3H-u_-SlfemXOsGntckUTwMtqck6S-_4zrhfI

Website - http://www.xjoygames.com If there's any good goys here, the Twitter could do with a boost

Hope you guys have fun.

File: 260dc6b26064e44⋯.mp4 (9.34 MB, 1272x932, 318:233, end of jan progress.mp4)

File: f002ead9e4b56db⋯.png (2.01 MB, 986x1230, 493:615, sketches 1.png)

59e2a3  No.30649[Reply]

Making this thread in preparation of demo day so anons can post bugs they find, give their details for hosting games and where I can keep updated build links. The zips will contain Windows, OS X and Linux bundles as well as a readme with some basic information. Big thank you for anons that have been supporting me in the /agdg/ threads.

For those that don't know: this is a multiplayer-only FPS made in Löve and is a spin off of a larger parent project. The current game-mode is instagib but there'll likely be more fleshed out modes later on. All the in-game art is placeholder but I'm intending to have edgy 90s aesthetics, with some influences from Clive Barker and Tsutomu Nihei. Right now there's only the initial test map as I've not done a level editor - but one will be included at some point in the future.

File: 84c6c86a78fb320⋯.png (237.34 KB, 600x451, 600:451, ClipboardImage.png)

031af9  No.30073[Reply]

How can we improve traffic to this board?

Even years back on /vg/, /agdg/ was it's own distinct thing, and shitposting aside, had more than enough traffic to justify its own board. Here we are, but we've been slowly dwindling users sitewide. Even /v/ is much slower and filled with shitposting, and this board gets maybe 1-2 posts a day, and essentially is a slower archive of the /v/ threads.

I always thought of /agdg/ as it's own entity, rather than piggybacking off of /v/.

I should mention that I'm not the board owner, but a concerned anon.

21 posts omitted. Click reply to view.

7a5300  No.30590


>Holy shit, you're right. Successfully implementing a new feature or fixing an annoying bug is nowhere as near as satisfying as completing a difficult level in a game.

Your personal values/preference/attitude are irrelevant to this conversation unless you're one of the people that abandoned game dev and came back to check up on the place. If that's the case, I can just ask you why you left.

e84460  No.30604

File: 4792bd23214948c⋯.png (382.56 KB, 1920x1080, 16:9, Programming roulette.png)


>the guide should include a part about where to start


Idea guy, here. But I'm an idea guy that understand that nobody will make my games for me. And I don't know where to start. I'd like to find a roadmap with baby steps on what to learn next. A bit like pic related but not a roulette, more like a progress chart to follow. Something that begin with some console "guess the number".

I had some hope with GameDev.Life but it has been dead for over a year now and never really took off anyway.

Is there such a noob-friendly place to learn from scratch?

9d1673  No.30613


The main problem imo is that there's many different ways to make games. The approach changes completely on the very first step you'd take depending on how you want to make games.

It's like writing a tutorial for going to a shop, you could walk there, ride a bike, ride a car, take public transport, call a friend to take you, or call your grandma to go for you depending on your situation and preference. The detailed instructions to take in each case are completely different.

e4ca04  No.30622


It is


I think we should create two separate guides: one for those who want to create games using full engines (Unity, GameMaker, Godot, Unreal, etc.) and one for those who want to create games using frameworks (Love2D, Pygame, MonoGame, SDL, etc.).

I also think we should create more articles for these tools on the wiki. It could tell people what they are getting into.

5e137c  No.30623

I don't think we need more traffic.

File: 93e7f11ac41cc0e⋯.gif (2.41 MB, 340x256, 85:64, adorable confusion.gif)

6d72d1  No.29242[Reply]

So I want to make a porno RPG. Like you see tons of on dlsite. Problem is that I can't write. Let alone write anything titillating.

Think violated heroine. It doesn't have to have deep lore or anything. Just enough to make to make your dick hard. I have a few ideas for things to do, but I don't know how to take the idea of "go to public pool naked" into something with cheesy porno dialog and some semblance of ramp-up.

I don't plan on selling it, just releasing it for free on chans and elsewhere.

6 posts and 1 image reply omitted. Click reply to view.

c845af  No.29377


>with one of the girls.


>on a desert island

you need to get you're harem mindset on. men are naturally disposed to having several wives.

0aed7b  No.29383

Me too. Stories are hard. Especially if you're trying to keep it short, I'm having a hard time justifying the events that happen.

I feel like story, dialogue, and characters are 3 different things. I get ideas for characters easily, like personality, mannerisms, etc. but suck hard at story and dialogue (in fact I've never really tried it).

1d07de  No.29591


> I feel like story, dialogue, and characters are 3 different things. I get ideas for characters easily, like personality, mannerisms, etc. but suck hard at story and dialogue (in fact I've never really tried it).

Try imagining your characters in different situations. They're late for school. They're crushing on some guy/girl. They all go out to a bar/restaurant together and have to decide what kind of restaurant, what each of them will order and how they split the bill. Then consider their personality and mannerisms. What will they do? What will they say? How will the others react? There is your dialogue.

For a story, imagine some overarching goal with a beginning and end. If you're at a public pool, you might be a lifeguard. You might be training to join a swim team. Maybe you're going with family and you meet someone and start a relationship. Maybe something else.

To make a game out of it, have costs and benefits for different choices.

f9dd87  No.29607


topkek. moar!

95e703  No.30618

Show sample images or GTFO

File: 9c84c80e3b5353a⋯.png (395.09 KB, 800x800, 1:1, have_a_game_concept.png)

8eb84f  No.28863[Reply]

I'd like to hear people's game ideas or general thoughts on making games. I only have random bits of knowledge I've picked up from school and the random book here and there, but I'm definitely no expert.

Skype: jlinden809@gmail.com

Discord: James#1866

22 posts and 2 image replies omitted. Click reply to view.

98c886  No.29494

File: 5fe7515a3189c90⋯.jpg (46.62 KB, 340x325, 68:65, 1504052275812.jpg)

Samurai Shodown meets Last Blade 2 meets low fantasy. Basically, it's a 2d weapons based fighting game with an Elric/Conan the Barbarian style. It would be a 4 button game (ABCD)


Weak slash. Forward+A is a weak attack with the blunt side of the weapon. (If the character has a sword, that would be sword's hilt)

Quarter circle forward x2 + A is a super move. It doesn't do as much damage as it's B counterpart, but it may lead to juggles.


Heavy slash. Forward+B moves your a lot more than Forward+A and does more damage, but it's slower. Quarter circle forward x2 + B is a super that does more damage than it's A counterpart, but it's harder to land or combo into.


Punch/Kick. Whether it's a punch or kick depends on the character. Forward + C is a slow move that knocks down the opponent.


Deflect. Puts the character in a deflect motion. If you get attacked while in this motion, you will parry the opponent's weapon and leave him open for an attack. If the opponent quickly presses D while being deflected (this is a narrow frame window) A blade clash occurs and the players have got to mash buttons to determine who will be left open to attack.


Universal overhead. Makes your character jump a little and hit your crouching opponent.


Throw. If a player enters the throw input when being thrown, a tech throw occurs.

>Super bar

Every character has got 2 stocks. You can do 2 supers (qcfx2+A or qcfx2+B), or you can do a more powerful super using 2 stocks. While the weaker super move inputs are same on every character, the greater super move's input is different in each character.

I'm currently creating a setting for this game (yeah it sounds a bit unoriginal but whatever) and designing characters and naming moves. (I will name them with obscure heavy metal bands/songs/lyrics)

That's pretty much it, I guess.

d75a81  No.29507


A game where the main gameplay mechanic is the quality of assets. What I mean by that is that depending on an action you can change the graphic quality of an object or scene and by doing so you can make different realms of story go on or some shit. Like it would be cool if there was a VR game (I fucking hate VR but this idea would be cool) where you can lean forward through a hole or something and the graphics quality is trash. Or you look through a window and the quality is trash and all the surroundings is the most beautiful thing ever. Like the bad graphics make it hard to see stuff but if you do stuff the graphics get better and this can apply to a single object, a single scene, and/or an entire world.

667b3f  No.29721

File: 1583818b5dc5a77⋯.png (149.46 KB, 500x334, 250:167, 1583818b5dc5a77776b3821c5f….png)


fuckin sweet


bruh who gives a flying fuck what the majority of that board thinks.

it might help if you wrote a story to go along with it, even just a short story. then develop this idea into a short film concept. then plan even further and start implementing what you're best at while you can until you get to the harder stuff.




I wouldn't make wind navigation and currents too complicated. Pirates of the Caribbean had a pirate ship based failure of an online game, but the concept is alive and well.

Of course, I would want a custom world/map, that can still be updated and added to, with ports (base building?) characters can build and maintain like actual civilizations or colonies, towns and harbors, trading posts - this latest GTA V multiplayer mode and EVE online type gameplay combo (tactical combat?) as well but with interactive control of a character and simple combat-ai based merchants, npc's, and crews that you can have follow you or join you wherever you go or tell them to.

Is there underwater exploration when and if possible? Does this universe allow modern weaponry (like 1800's era or Black Lagoon factory towns) or is it classical pirate era with blunderbusses and swords, wooden villages and stone cities? Deserts, jungles, and tropics? I fascinated with pirate shit.

1073d5  No.30387

File: 13335d8ea4b3945⋯.png (1.25 MB, 1200x720, 5:3, gta 2 in doom engine.png)

A net punk brawler game that's in ortho-topdown 3D like Unholy War.

Think the Reboot TV show, but characters are all Gurps Cyberpunk rip-offs of popular games/TV shows/movies/memes/etc.

Levels/weapons are all various references to internet and game culture...so you have items such as "adblock boots" to allow you to run through advert swamps without slow down, a "DDOS" cannon, etc.

Occasionally, the camera mode can change. Eg. if two characters land a hit on each other at the same time, it could switch to a side-scroller fighting game view temporarily (as if to emphasize close combat initiating). This would last until one of them is knocked down long enough for the other character to run away.

Art would be low poly 3D models with no tweening in the animations, but ran through a graphics shader that makes them look like MSPaint drawings.

HUD style would be kind of like theme hospital, but the text style looks like GTA 2 and Crash Bandicoot 2 menus/dialog.

Combine that with levels that have nice basic shading and particle effects, but with really good graphics shaders.

See picture attached for lighting example.

Also random bits of knowledge from school are all you need! Just to kickstart you off, then get together with friends outside of school and on breaks, and learn all the other skills via being self-taught and dissecting other existing games.

0a29cb  No.30478


an rpg that is a mix of persona but the difference is a little more freedom and summons takes days before you can summon a demon or weapon and there is the typical alignment of good, neutral and evil but everything is grey in those regards.

So if you go full evil you will get cheap gains,magic and become more and more sick plus the game world will actively hunt you down and make things harder for the player character also you need to take a medicine day after day from not dying but when you go full evil you have to take more and more just to feed the summoned demon.

I'm not sure if action or turned based would be the right thing. Since at the night-time you are hunting demons, girls for sacrifices rituals and doing dungeon missions to kill a boss.

The story is basically just that hey you witnessed a divine event and you got speared by a demon/angel and now you have to survive a year, you have to hunt for the answers and there are only small clues onto what is really going on in the game world.

File: 6d73c59319ed808⋯.jpg (63.04 KB, 1170x563, 1170:563, Dev Joke.jpg)

80b7b1  No.30045[Reply]

I'm a proficient programmer (though I've never created any large projects) and might like to try one of a couple techfag ideas I had.

1) Dark Messiah of Might and Magic With Better Combat: Tech Demo Edition. I suppose only 3D would do it justice but you be the judge.

2)VOXELS IN SPACE (Basically I want a space sim with meltable, destroyable hulls that you can weld more junk onto to keep flying.) 2D or 3D is fine. I called it Space Junker so you get the idea, literal, physical components and cargo that you have to make room for and wire up together to make a servicable ship.

3) So what if there was a 4x game going on which was the server but for all the other players it's an RPG and the kingdoms provide the setting. It'd be neat but EHEHEHEHEHEHEHEH

I've looked over the features for Torque, Ogre, and Godot, and snubbed my nose at unity and unreal due to royalties and bullshit I don't feel like dealing with. (Unreal is bullshit that doesn't let me just code things, and unity has (((chaching))) everywhere despite just letting me code things and is also owned by chinese.)

Torque looks like it's made for shooters, Ogre could be useful, and I'm unsure about Godot. Languages are no problem as like I've said, switching between languages isn't a huge issue with me. t. collegefag that's taken a lot of programming courses and actually learned something, but never implemented it into huge projects aside fromFUCKING DATA STRUCTURES HEY KIDS WHY DON'T YOU CODE THIS BULLSHIT FROM SCRATCH USING ZERO LIBRARIES SEE YOU SOON HAHAHAHAHAH

Really just looking to mess around every now and then and see if anything comes of it; I'm not looking to engage in big official projects or obligations as there's lots of other things vying for my time... but it's always nice to have another option than just playing vidya or shitposting.

I posted this exact thing in the QTDDOT sticky but got no answer and there was a typo in the post anyway. ¯\_(ツ)_/¯

Honestly I think #1 would be easiest to do as it's the least ambitious and therefore the most realistic to accoPost too long. Click here to view the full text.

4 posts omitted. Click reply to view.

bb1dbc  No.30070

Game dev is not a hobby. It's a fucking job. Grow up.

7a5f03  No.30111


>I posted this exact thing in the QTDDOT sticky but got no answer and there was a typo in the post anyway. ¯\_(ツ)_/¯

because this is idea guy the thread

0b099f  No.30125


Just tried it out today and realized I can't get a hello world script to work. Either it's a bug or I didn't setup the project correctly (I just ran the binary and and added a script to a new project+scene). In any case, I'll see if I can just use GDscript for the moment and switch over to C# when the next release comes out and my hello world script works.

0b099f  No.30362


After a bit more fiddling I realized that the method GD.print() (One of the godot articles showed this for the new C#) was actually GD.Print()

Just a heads up if anyone else wants to start playing with it as well.

e523d9  No.30426


Well fuck me, but I don't think the godot 3.0's going to be ready for a while. I guess I'll return to ideafagging and making "deep lore" in the mean time.

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